You live for the thrill of adventure. You are likely to become famous for discovering some ancient ruin or some long lost artifact.
Gen Dice
- Vitality Creation 1d12 Level Up/Rest 1d6
- Soul Creation 1d12 Level Up/Rest 1d6
- Power Creation 1d12 Level Up/Rest 1d6
Weapon & Armor Types
- Can only use one-handed weapons, but can be any one-handed weapon
- Whips do 25% more damage
- Can only wear light armor
Speciality
Adventurer's are your jack of all trades profession. They become master explorers by learning from other professions. As such, they do not have to spend 2 nodes for one out of profession skill. Instead they need only to spend the one node, treating all out of profession skills as in profession skills.
The Adventurer Profession is all about adventuring. They are the treasure hunters and ruin seekers, forever looking for the next great find. As adventurers, they have had to develop strong abilities in navigating the perils of ancient ruins.
Effects on Weapon Usage
- Can only use one-handed weapons, but can be any one-handed weapon
- Whips do 25% more damage
Effects on Armor Usage
Can only wear light armor.
Profession Level Progression
Adventurer's are basically archaeologists. They like quests and exploring things, especially ancient ruins. Therefore, they focus on skills that help them explore and learn more about these places.
Adventurers progress following the Adventurer Node Chart.
- In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
- Each node cost XP to acquire.
- You can only acquire the nodes for your profession.
- You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
- You get your gen dice rolls for Vitality, Soul, and Power at each new level.
Skills
An adventurer needs to have a wide assortment of skills.
Adventurer Skill Progression
Adventurer Skills
Adventurer Skills are categorized into Explorer Skills, Field Medic Skills, and Archeologist Skills.
Explorer Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Acrobatic Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Acrobatics |
You can empower your acrobatics by 1d4. |
N/A |
| Athletic Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Athletics |
You can empower your Athletics by 1d4. |
Acrobatic Empowerment |
| Brace Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Hard Brace |
You can empower your Brace by 1d4. |
Athletic Empowerment |
| Combat Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d4 rounds | Easy Athletics |
+1 to Athletics, React, and +1d4 to Offensive Power and Bow Power. |
N/A |
| Defense Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d4 rounds | Easy Defense |
+1 to Immunity, Endure, and Defense traits |
N/A |
| Distraction | 🔮 Support Action | 🌀 Confusion, Control | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 |
Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. |
N/A |
| Focus Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Focus |
You can empower your Focus by 1d4. |
N/A |
| Increased Spoils | 🔮 Support Action | 💪 Empowerment | N/A | self | instant | Normal Luck |
You can increase any gained experience points by a percentage. The percentage is decided by a roll of 1d100. The number rolled shows the percentage increase. Therefore if you roll a 02, you will increase your experience by 2%, a 56 is an increase of 56%, and a 100 is an increase of 100% which is basically double. |
Trade |
| Initiative Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Initiative |
You can empower your Initiative by 1d4. |
Perceive Empowerment |
| Navigation | 🔮 Support Action | 🛠️ Utility | N/A | self | instant | Easy Perceive |
Can find where you are and nearest town based on what you see. |
N/A |
| Perceive Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Perceive |
You can empower your Perceive by 1d4. |
N/A |
| Runic Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Arcana |
You can empower your Runic Power by 1d4. |
Focus Empowerment |
| Swap for Movement | 🔮 Support Action | 👣 Movement Based | N/A | self | instant | Normal React |
You can swap any action you haven't used yet for another movement. |
Swap for Support |
| Swap for Support | 🔮 Support Action | ᯓ➤ Fast Action | N/A | self | instant | Easy React |
You can swap any action you haven't used yet for an additional support action. |
N/A |
Field Medic Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Diagnose | 🔮 Support Action | 🔍 Identify/Investigate | 2 Soul | 1 person nearby that you can plainly see | instant | Normal Medicine |
This skill allows you to determine the status condition another is experiencing and all of its effects and treatments. |
N/A |
| Energy Trade | 🔮 Support Action | ❤️🩹 Healing | Stats traded | self and 1 ally next to you | instant | Normal Focus |
You can trade either Vitality, Power, or Soul with an ally for either Vitality, Power, or Soul as long as it is not the same stat. You trade at a 1 to 1 rate. Therefore you could trade 4 Power for 4 Soul and so forth. |
Trade |
| First Aide | 🔮 Support Action | ❤️🩹 Healing | 2 Soul | touch | instant | Normal Medicine |
This skill allows you to easily treat wounds, splint broken bones, and heal 1d6 + Medicine worth of Vitality. |
N/A |
| Potion Save | 🔮 Support Action | ᯓ➤ Fast Action | N/A | self | instant | Hard React |
This skill allows you to quickly use a healing potion to cure your Vitality as you take a blow that would be greater than you can handle. Basically you will drink that potion as you take the hit, if the hit is less than your Vitality before the hit plus the potion, you will survive with whatever Vitality is left. Otherwise you will not survive. |
Use Potion As Defense |
| Rationing | 🔮 Support Action | 💪 Empowerment | N/A | self | 1 day | Normal Focus |
With this skill you will use half of an item and get its full effect. That could be with potions, poisons, food, water, arrows, and so forth. Any expendable item counts with this skill. |
Focus Empowerment |
| Treat Burns | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | instant | Hard Medicine |
This skill allows you to treat and cure burns without any potions or spells, just by using your knowledge and inner power. |
Diagnose |
| Treat Visual Instability | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | instant | Hard Medicine |
This skill allows you to treat and cure Visual Instability without any potions or spells, just by using your knowledge and inner power. |
Diagnose |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Use Potion as Defense | 🛡️ Defense Action | 🛡️ Defensive Move | N/A | self | instant | Easy React |
Allows you to use potion as a defense action. |
N/A |
Archeologist Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Appraisal | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 item | instant | Easy Perceive |
You can determine something's worth by sight |
N/A |
| Carry | 🔮 Support Action | 🛠️ Utility | 1 Power | self | 1 hour | Normal Athletics |
Increase weight limit by 50% for 1 hour. |
N/A |
| Disarm Magic Trap | 🔮 Support Action | ✨ Magic Related | 4 Soul | 1 trapped area near you | instant | Normal Arcana |
You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. |
Disarm Trap |
| Disarm Traps | 🔮 Support Action | 🛠️ Utility | 2 Soul | 1 trapped area near you | instant | Easy Luck |
You can safely disarm most normal traps. Penalties depend upon the complexity of the trap. |
N/A |
| Identification | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 item you can see | instant | Normal Perceive |
You can identify what something is and all of its attributes. You won't be able to know of any magic or curses involved however. |
Appraisal |
| Linguistics | 🔮 Support Action | 📜 Proficiency | N/A | self | 1 minute | Insight, difficulty depends |
This skill allows you to understand spoken language and speak in that language. Each use of this skill gives you 1/2 of your Wisdom as a percentage to learning that language. Once you have that language at 100%, you will not have to use this skill to understand it spoken or to be able to speak it anymore. The difficulty depends on many things such as tone, volume, speed, and familiarity or difficulty of the language it self. If you have learned the written version of the language that could give you a bonus when using this skill. Difficulties and bonuses all are determined by the GM. |
Translate |
| Set Magical Trap | 🔮 Support Action | ✨ Magic Related | 4 Soul | area in front of you | until trap is sprung | Normal Stealth |
You can set a magical trap. You will need to design the trap and have the needed tools, including a magical device such as a rune stone. |
Set Trap |
| Set Trap | 🔮 Support Action | 🛠️ Utility | N/A | area in front of you | until trap is sprung | Easy Stealth |
You can set traps. You will need to design your trap and have the needed materials. |
N/A |
| Trade | 🔮 Support Action | 🛠️ Utility | N/A | 1 item or service | instant | Normal Persuade +1 |
This skill allows you to trade items or services for items or services of equal or lesser value. |
N/A |
| Translate | 🔮 Support Action | 📜 Proficiency | N/A | 1 page or area of writing | instant | Insight, difficulty depends |
With this skill you can translate written language into your own language when you are reading it. This skill will translate one page or one area of written language. Each use of this skill gives you your Wisdom as a percentage towards learning that written language so that you would not have to translate it once you have fully learned it. The difficulty depends upon the condition of the written document and difficulty or unfamiliarity of the language. It will be up to the GM to determine the difficulty applied. |
N/A |
Adventurer Abilities
These are abilities that are unique to the adventurer profession. Only adventurers can obtain and use these abilities:
| Ability | Ability Type | Effects | Requirements |
|---|---|---|---|
| Acid Application | 🛠️ Utility Ability |
Acids you apply to weapons gain your Medicine score. |
Alchemical Knowledge |
| Alchemical Knowledge | 🛡️ Passive Ability |
You are able to tell what a potion more easily, gaining a +2 to Medicine when trying to identify potions. |
N/A |
| Decrease Food Needs | 🛡️ Passive Ability |
Cut your needed food requirements based on your race by half. |
Wilderness Survival |
| Decrease Sleep Needs | 🛡️ Passive Ability |
Cut the sleep needs required by your race in half. |
Decrease Food Needs |
| Detect Traps | 🛠️ Utility Ability |
Your advanced trap knowledge gives you a +2 to Perceive when looking for traps. |
Trap Knowledge |
| Explosives Application | 🛠️ Utility Ability |
Explosives you apply to weapons gain your medicine score. |
Poison Application |
| Focused Breath Holding | ⚡ Activated Ability |
Add your Focus score to your Breath Holding score, increasing the time you can hold your breath. |
Wilderness Survival |
| Herbal Identify | 🛠️ Utility Ability |
You are able to identify plants and know their properties. |
N/A |
| Horsemanship | 🛡️ Passive Ability |
You are better at riding horses and other mounted beasts, increasing your movement with them by half. |
N/A |
| Ignore Traps | ⚡ Activated Ability |
You can make a normal luck trap to ignore the effects of a trap should you spring the trap. |
Detect Traps |
| Lasso | 🛠️ Utility Ability |
You are able to lasso your whip around objects, including target's weapons, and attempt to bring them to you with a normal athletics check. |
Equip Whip |
| Lip Reading | 🛠️ Utility Ability |
+1 to Perceive when attempting to read lips. |
N/A |
| Long Distance Sprinting | ⚡ Activated Ability |
You are able to increase your Move by 1d6 at a cost of 4 Power each time you choose to do so. |
N/A |
| Lore | 🛡️ Passive Ability |
+2 to history thanks to your knowledge about an area's lore. |
N/A |
| Mix Potions | 🛠️ Utility Ability |
You can mix 2 potions to create a potion that contains both potions effects. |
Alchemical Knowledge |
| Poison Application | 🛠️ Utility Ability |
Poisons you apply to weapons gain your Medicine score. |
Acid Application |
| Potion Administration | 🛡️ Passive Ability |
Potions you use are twice as effective. |
Mix Potions |
| Racial Lore | 🛡️ Passive Ability |
+1 to history when trying to identify anything you can about a race's history, lore, culture, or beliefs. |
Lore |
| Resuscitation | ⚡ Activated Ability |
When using First Aid, you can make a Hard Medicine check to revive anyone that died within a few minutes or 3 rounds. |
First Aide skill |
| Skillful Climbing | 🛡️ Passive Ability |
+2 to Athletics for climbing. |
N/A |
| Skipping Sleep | 🛡️ Passive Ability |
You can skip sleep every other night without penalty. |
Decrease Sleep Needs |
| Space Saving | 🛡️ Passive Ability |
Things stored in your bags or packs take half as much storage space. |
N/A |
| Swimming While Armored | 🛡️ Passive Ability |
+1 to athletics for checks to swim while armored. |
Skillful Climbing |
| Trap Knowledge | 🛡️ Passive Ability |
You know about traps and how to design them. You can tell what a trap does by looking at them. |
N/A |
| Wilderness Survival | 🛡️ Passive Ability |
+2 to Survival |
N/A |


